Hello, R158 😊 First of all, thank you for your excellent mod. 👍
On the other hand, could you make the mod a little more valanced, please? It's just that at the beginning of the game it's more difficult for me to kill a Moose than an enemy with heavy armor with the bow and arrow and I don't see coherence that if the enemy has something to protect him he has more damage than a simple naked Moose.
How can I lower the health or increase the damage to "X" animal?
I can agree the current design of this mod is a little bit extreme in some cases. I do have a lot of ideas for a much more balanced and detailed version of this and other mods, but I will not promise if or exactly when I would make that.
Reducing the Health of an animal species can be done by simply lowering that value for the race (in this case Elk) using the Creation Kit.
this mod really make a story for me, known made for balancing middle-late gameplay yet i try it on early lv comeback mode. along with bear of the north, wild animals way more dangerous than bandits. extra cautious, running for your life when opponent seem too strong, sacrifice 1 follower (sorry) as bait so others can take care of it. just wonder if you still planning to update this good mod, wanna make suggestions, let's say ward spell/shield has 100% chance cancelling knockdown by common wolf and its puppy, 30-50% by alpha wolf and bear or anything % by size while reduce damage still in effect for balance. its good animation tho flying knockdown by giant or golem but i feel hopeless continuously knockdown by puppies. this skyrim would never be enough to grow thank's to modder comunity we as free and served mods user thanks for that efford and respect your daily life
I do have a lot of ideas for making this and other mods more detailed and balanced, but I cannot promise when. As for shields, I am yet to find a functional way to make any form of blocking action prevent the knockdowns. However, you should be able to handle wolves and other smaller creatures by staggering them, which can be done using a shield bash.
thanks for your reply. out of curiousity learning what inside .esp is. reduce numbers of atk-d knockdown for dog and wolf-race. i guess it's more convenient for my play preference. VERY GOOD Mod!
I would imagine so, although some harvestable loot items may or may not function exactly as expected. That mod is primarily centered around the harvesting of animal bodies whereas Skywild is focused on the combat itself.
The "Faster Creatures" file from the Archer's Hell - Creature Tweaks mod by VanKorno pairs well with this, especially in Skyrim Survival Mode. Also, see "Salty Slaughterfish" and other similar creature mods by rougeshot. The Simply Bigger Trees mod by fadingsignal also makes the wilderness more ambiently daunting.
Skyrim's wilderness really ought to be full of dangerous animals and I agree with most of the changes you've made. Mammoths and centurions are now titans that can't be trifled with. Sabrecats should be Skyrim's apex predators and wolves shouldn't be trivial opponents. Your changes to the elk remind me of the megaloceros from Far Cry: Primal, which I adore.
I've made a few changes to your mod for personal preference, however. Using the trickshot effect as a base, I've created an "attack spell" that when attached to a physical attack has a percentage chance to disarm NPCs. The wild swatting of a troll now has massive stagger and a chance to disarm instead of knockdown. The standing power attacks from a wolf also disarm, as I think they'd need the momentum from a run to fairly knock an NPC down. In fact if you use "attack spells" for your knockdowns rather than the values in the race's combat data, then you can perhaps introduce some more nuances like conditions. It is perfectly possible to create a wolf lunge attack that has a 33% chance of knocking down NPCs wearing light armour/clothes and still infect them with rockjoint.
I would absolutely love to know how to do this, the constant knockdowns make it challenging but also drive me up the wall. The system you have set up sounds perfect.
I could have sworn there was a way to make knockdown conditional to a formula that takes into account respective levels, and whether you're blocking, stamina levels, and stuff like that. Could have sworn I even implemented it as a fix to something else, but now I can't find what told me how to do it. -_-
The mammoths of Skyrim are somewhat larger than their real-world counterparts, with a size that's comparable to Palaeoloxodon namadicus. As such, a weight of up to 20 tonnes is not completely unreasonable. Following the system where large, bulky herbivores should have slightly more health on top of that, a health of 28,000 makes sense.
Their weakness is the same as in the vanilla game; they are slow moving, inflexible, and very big targets. Once you have a good enough bow, a bunch of arrows should do the trick fairly quickly. Keep in mind that most of these creatures were given stats that have the later stages of the game in mind for balance. The player can easily acquire ranged weaponry doing hundreds of damage per shot after a bit of progression in the game, and the idea is that even at that point, you shouldn't be able to instantly kill a mammoth with a single arrow or two.
Nice mod, it makes walking the wilderness much more tense and shouts like Animal Allegiance and Kynes Peace are finally useful for non-magic characters.Another cool side effect is that, for necromancer characters, reanimated animals are also now improved and it´s´fun seeing an undead bear ripping through bandits.
I just wanna say I both love and hate this mod. Everything I've ever done and my entire playstyle has to completely change but it's amazing. Started a new game, decided to chance the bear in the tutorial and he whooped me hard. I've been limping my butt all the way to Whiterun and decided to chance a waterfall rather than engage with the wolves (who actually one shot me and forced me to reload outside Helgen's cave). After Riverwood's bridge an elk decided to absolute ram me (thank you roaming mercs who killed it while I just laid there in agony). Absolutely would recommend getting your butt handed to you via this mod 10/10
Big fan of this mod but I am having an odd experience where werewolves have gone from being a total terror to suddenly being one shotted by trolls and me ( I'm relatively high level but not too high and not using OP weapons). Just wondering if anyone else has experienced this? Recently installed immersive creatures again following its huge update and wondered if this could have ought to do with it/
Both werewolves and trolls have been made stronger in Skywild compared to the vanilla game. It would make sense if a troll could pose a danger to a werewolf, but that the player suddenly would have an easier time killing them seems rather odd. But if you've installed another mod alongside Skywild, it seems reasonable to assume that any issues could be related to that.
89 comments
First of all, thank you for your excellent mod. 👍
On the other hand, could you make the mod a little more valanced, please?
It's just that at the beginning of the game it's more difficult for me to kill a Moose than an enemy with heavy armor with the bow and arrow and I don't see coherence that if the enemy has something to protect him he has more damage than a simple naked Moose.
How can I lower the health or increase the damage to "X" animal?
I would appreciate your help
🙏
Reducing the Health of an animal species can be done by simply lowering that value for the race (in this case Elk) using the Creation Kit.
along with bear of the north, wild animals way more dangerous than bandits. extra cautious, running for your life when opponent seem too strong, sacrifice 1 follower (sorry) as bait so others can take care of it.
just wonder if you still planning to update this good mod, wanna make suggestions, let's say ward spell/shield has 100% chance cancelling knockdown by common wolf and its puppy, 30-50% by alpha wolf and bear or anything % by size while reduce damage still in effect for balance. its good animation tho flying knockdown by giant or golem but i feel hopeless continuously knockdown by puppies. this skyrim would never be enough to grow thank's to modder comunity
we as free and served mods user thanks for that efford and respect your daily life
I've made a few changes to your mod for personal preference, however. Using the trickshot effect as a base, I've created an "attack spell" that when attached to a physical attack has a percentage chance to disarm NPCs. The wild swatting of a troll now has massive stagger and a chance to disarm instead of knockdown. The standing power attacks from a wolf also disarm, as I think they'd need the momentum from a run to fairly knock an NPC down. In fact if you use "attack spells" for your knockdowns rather than the values in the race's combat data, then you can perhaps introduce some more nuances like conditions. It is perfectly possible to create a wolf lunge attack that has a 33% chance of knocking down NPCs wearing light armour/clothes and still infect them with rockjoint.
Big fan of this mod but I am having an odd experience where werewolves have gone from being a total terror to suddenly being one shotted by trolls and me ( I'm relatively high level but not too high and not using OP weapons). Just wondering if anyone else has experienced this? Recently installed immersive creatures again following its huge update and wondered if this could have ought to do with it/
Thanks